I don't know about mindcrafters specifically, as I haven't played them yet, but mage builds overall tend to have very good endgames. You don't have as much max damage as a typical warrior, but you're very much on par once you consider that your damage output is multiplied (i.e. downgraded) by a 95% or even 100% success rate rather than warriors' typical 60-70% hit-rate for AC 200 (the AC for the final boss). (60-70% figure taken from the THAC200s for my last four winners to have meleed the J.)
[Announce] FrogComposband 7.1.toffee released
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Congratulations!
Not sure why your dump wouldn't upload (it looks normal; I'd try uploading it myself, but I don't dare in case it turned out to work after all, in which case the character would be successfully uploaded under my name).
The most common upload error is if you try to upload a .txt dump, or some other non-HTML dump; but since your dump clearly is a HTML one that can't be the problem, unless you dumped it as both .txt and .html and accidentally tried to upload the text version.The Complainer worries about the lack of activity here these days.Comment
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Longwalk-attack working even when confused
I've set up a longwalk-attack keymap (in light of my targetting settings it's "[,"), and out of curiosity I tried it when confused today. I was able to flawlessly navigate to my victim and attack them. Tried the same thing manually, worked too. All on the angband.live version.Last edited by Bostock; May 9, 2019, 21:17.So you ride yourselves over the fields and you make all your animal deals and your wise men don't know how it feels to be thick as a brick.Comment
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discussion with bostock has revealed that this fundementally breaks confusion as a bug. you can map your arrow keys to `n instead of ;n and walk around and bump things perfectly well while confused.
probably best to just add longwalking to the list of actions you can't take while confused.
as a historical note you have always been able to walk in whatever direction you wished while confused even in poschengband, since whenever whoever imported the function from xband. not sure how many variants it goes back. but the problem was aggravated when I made some changes in early composband which allowed players to attack monsters during longwalking.Comment
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Er, no, but, some serious existential issues need to be addressed re: Infernal Deal and warriors of the dawn.
I know you're not a theologian too, Sideways (unless you are, in which case, I don't know that), but I've been having a very difficult time with this.Comment
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The Complainer worries about the lack of activity here these days.Comment
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Reforge of Vilya?
Anyone reforged a ring of power? Looks like I may be able to reforge Vilya before meeting Oberon. I've already got the nice shooters and armours so although a shooter or MHDSM would be most tempting the result would have to be stellar to be useful. On the other hand my boots, gloves and headgear could easily be improved. But I don't have great dragon items as base and expect those to end up with lower total power although I don't recall the exact rules for reforging.Comment
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If you're playing toffee you should get rough estimates of the likely reforge results for a given target, helping you assess the likelihood that it will be better than what you currently have.
Vilya is "too powerful" for reforging - it will give very good results, but no better than reforging Nenya because the extra power is just ignored. I wouldn't recommend reforging it onto a MHDSM; MHDSMs in general work better as targets for ?artcreation, and as an archery skillmaster you don't really need AC that badly. (Actually, I suspect the game won't even let you reforge Vilya onto a MHDSM, though logically it ought to allow that.)
I'd go for a shooter, or a cloak, or some less AC-heavy armour (a Sexy Swimsuit would be a very appealing option if you had one, because the Ag would keep the value down; but something like a leather jacket would work nicely too). Probably a shooter though.The Complainer worries about the lack of activity here these days.Comment
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Hi mibert,
yeah, being able to see such data for weapons not equipped has been requested before; but it's more complicated to implement in Frog than it was in V (and it's pretty complicated in V...), so for now you need to equip them. (One big difference is that in V you always know which slot a weapon goes in, but in Frog most characters have multiple weapon slots, and some have no weapon slots at all.)
Buying weapons tends to be a really rare occurrence anyway; pretty much the only times it happens (other than on death-swords) are 1) some once-in-a-year black market ego/randart or 2) buying an average rapier at game start because you started with a dagger and still want to melee Thieves' Hideout at cl 1. Weapon egos are pretty common, even in the fairly early game, so shop weapons need to be really exceptional to be worth investing in.The Complainer worries about the lack of activity here these days.👍 1Comment
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In PosChengband, dungeons with tiny levels were an exception to the "always generate vaults" option; no vaults were generated. But the starter dungeon (Stronghold) was not a tiny-level dungeon, so the player was thrown in the deep end right off the start, with greater vaults generating on level 1.
FrogComposband's starter dungeon, Warrens, is a tiny-level dungeon; so if I simply copy Pos's code there will be no vaults in Warrens, which will play the same way as it would with the option off. There's three ways I can go about this:
1) Copy the Pos code directly, and accept there are no vaults in Warrens.
2) Allow the generation of lesser vaults in place of greater vaults when the levels are tiny. This is what my experimental code currently does, but a problem is already apparent; early lesser vaults are generally radically softer than a greater vault would be, making the start much less dangerous. I have no idea if always-vaulters would consider this good or bad.
3) Edit: Trying to force the generation of greater vaults even in dungeons with tiny levels works less well than I'd thought, and is not an option.
A potential additional option would be to increase level size with wacky rooms on, avoiding the problem by not generating tiny levels; but that's a pretty awkward end-run.
Do old ironman_rooms players have any clear preference?Last edited by Sideways; June 27, 2019, 20:49.The Complainer worries about the lack of activity here these days.Comment
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